This has been brought up constantly ever since the raid reward structure was announced, and the problem is just getting more serious as time passes.
Having rewards scaled on pure damage, most of if not all of which doesn't even count against the raid's total HP for high scoring players, is bad for guilds. Pitting guild members against their own guild is bad. Forcing guilds to invent external systems to limit play during raids so that everyone in the guild even has a chance to participate is bad. Everything about how the system is currently set up works against the idea of creating positive social communities that boost player retention, the usual goal of implementing guilds in the first place.
For the new raid EA_Jesse posted this: "We have also made adjustments to the Raid character shard payouts for Heroic difficulty. Players that earn spots 1-3 on the leaderboard will receive the highest amounts, while ranks 4-50 will earn the same number of shards. We made this change so that Guild members could acquire Raid exclusive characters at roughly the same rate."
consider taking this lesson and applying it across the board, to all rewards in all tiers. If you want to encourage competition, add guild-wide bonus rewards for the top teams on the guild vs guild
leaderboard at the end of each month. With a new raid launching, this is a great time to address the issue before it spreads to the new content as well.
edit: Current best suggestion - Instead of scaling rank rewards by up to 1000% between 50th and first, set the scaling to 40% (if 50th gets 5 units or reward, 1st gets 7 units of reward), and on raid launch place everyone in the guild on the leaderboard at 0 damage.
February 2018 update:
February 2017 update
It's been over a month since our last review and QoL updates are incoming. Never give up, never surrender.
Raid management for international guilds continues to be a right pain. There's no good reason I can think of that all members shouldn't be set at 0 on the board at raid launch so the full guild can get rewards without 24 hour wait periods enforced outside of the game. We can manage and remove underperformers from our guilds on our own. Let the entire guild get a payout on raid completion.
I'm still strongly in favor of a much tighter reward spread or the option for guild leaders to set guild rewards to equal across all ranks as giving players in a wide range of time zones a fair chance at a raid is almost impossible and raid completion should be about beating the challenge as a team, not challenging your teammates. This is an international game with no real way to sort guilds by region, I really feel like this is the absolute worst place to pit players against each other where we should instead be building social communities.
So uh, hello again ladies and gents. Its me again, your friendly neighborhood medetec. With another raid coming up, it's again time to review the raid design structure. I still pretty much stand behind the last review from 2017, with a few new additions.
Summary of previous:
At least the option for full even guild rewards on completion, just as TB and TW reward the guild cooperative completion of a guild challenge.
After the raid prize character is maxed out at 7* (basically 55 raid completions), allow guilds to sim the raid, like how GW will now be sim-able after a set number of completions
edit: June 24 2018
As we get further in to the newest raid, the time to complete it continues to drop and the raid gets harder and harder to schedule for international guilds. Let guild leaders, via a toggle, enable even rewards for the guild.
Guilds that like the current tiered rewards would be free to keep them but this would be, in my opinion, the single largest quality of life improvement for international, and even friendly local guilds. As a guild leader, raid times and rules are by far the largest headache attached to continued guild maintenance - and it shouldn't be.
Simply add an *optional* toggle for guilds to sum total shards, drops and currencies for the number of players in the guild, divide by the number of players in the guild, and distribute evenly.
The simple math example. A guild has 3 players. 1st place earns 12 shards, 24 g12 salvage and 24 other salvage. 2nd place earns 9 shards, 18 g12 salvage and 18 other salvage. 3rd place earns 6 shards, 6 g12 salvage and 12 other salvage. A guild could leave this as is, or turn on equalization, and all 3 players would get 9 shards, 18 g12 salvage and 18 other salvage. This would be optional and the total payout for the guild is identical in either situation, there is no net reward loss or buff.